X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fcollision.cpp;h=715d02e30afd717a5cc50af760cc29cd2eb664b3;hb=2dfeff6e47786b3cc030eba72136755d8137845a;hp=01ae29b84b41c612ee09547e8c66a4f4fe433eda;hpb=ef208e1b7d93b6e434c17df26c8edcaa51088539;p=supertux.git diff --git a/src/collision.cpp b/src/collision.cpp index 01ae29b84..715d02e30 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -1,308 +1,189 @@ +// $Id$ // -// C Implementation: collision +// SuperTux +// Copyright (C) 2006 Matthias Braun // -// Description: +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. // +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. // -// Author: Tobias Glaesser , (C) 2004 -// -// Copyright: See COPYING file that comes with this distribution -// -// - -#include "defines.h" -#include "collision.h" -#include "bitmask.h" -#include "scene.h" - -int rectcollision(base_type* one, base_type* two) -{ - - if (one->x >= two->x - one->width + 1 && - one->x <= two->x + two->width - 1 && - one->y >= two->y - one->height + 1&& - one->y <= two->y + two->height - 1) - { - return YES; - } - else - { - return NO; - } -} - -int rectcollision_offset(base_type* one, base_type* two, float off_x, float off_y) +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +// 02111-1307, USA. +#include + +#include "collision.hpp" + +#include +#include +#include +#include +#include +#include "math/vector.hpp" +#include "math/aatriangle.hpp" +#include "math/rect.hpp" +#include "collision_hit.hpp" +#include "log.hpp" + +namespace collision { - if (one->x >= two->x - one->width +off_x + 1 && - one->x <= two->x + two->width + off_x - 1 && - one->y >= two->y - one->height + off_y + 1 && - one->y <= two->y + two->height + off_y - 1) - { - return YES; - } - else - { - return NO; - } -} -int collision_object_map(base_type* pbase) +bool intersects(const Rect& r1, const Rect& r2) { - int v,h,i; + if(r1.p2.x < r2.p1.x || r1.p1.x > r2.p2.x) + return false; + if(r1.p2.y < r2.p1.y || r1.p1.y > r2.p2.y) + return false; - v = (int)pbase->height / 16; - h = (int)pbase->width / 16; - - if(issolid(pbase->x + 1, pbase->y + 1) || - issolid(pbase->x + pbase->width -1, pbase->y + 1) || - issolid(pbase->x +1, pbase->y + pbase->height -1) || - issolid(pbase->x + pbase->width -1, pbase->y + pbase->height - 1)) - return YES; + return true; +} - for(i = 1; i < h; ++i) - { - if(issolid(pbase->x + i*16,pbase->y + 1)) - return YES; - } +//--------------------------------------------------------------------------- - for(i = 1; i < h; ++i) - { - if( issolid(pbase->x + i*16,pbase->y + pbase->height - 1)) - return YES; - } - - for(i = 1; i < v; ++i) - { - if( issolid(pbase->x + 1, pbase->y + i*16)) - return YES; - } - for(i = 1; i < v; ++i) - { - if( issolid(pbase->x + pbase->width - 1, pbase->y + i*16)) - return YES; - } +namespace { + inline void makePlane(const Vector& p1, const Vector& p2, Vector& n, float& c) + { + n = Vector(p2.y-p1.y, p1.x-p2.x); + c = -(p2 * n); + float nval = n.norm(); + n /= nval; + c /= nval; + } - return NO; } - -int collision_swept_object_map(base_type* old, base_type* current) +bool rectangle_aatriangle(Constraints* constraints, const Rect& rect, + const AATriangle& triangle, const Vector& addl_ground_movement) { - int steps; /* Used to speed up the collision tests, by stepping every 16pixels in the path. */ - int h; - float i; - float lpath; /* Holds the longest path, which is either in X or Y direction. */ - float xd,yd; /* Hold the smallest steps in X and Y directions. */ - float temp, xt, yt; /* Temporary variable. */ - - lpath = 0; - xd = 0; - yd = 0; - - if(old->x == current->x && old->y == current->y) - { - return 0; - } - else if(old->x == current->x && old->y != current->y) - { - lpath = current->y - old->y; - if(lpath < 0) - { - yd = -1; - lpath = -lpath; - } - else - { - yd = 1; - } - - h = 1; - xd = 0; - - } - else if(old->x != current->x && old->y == current->y) - { - lpath = current->x - old->x; - if(lpath < 0) - { - xd = -1; - lpath = -lpath; - } - else - { - xd = 1; - } - h = 2; - yd = 0; - } - else - { - lpath = current->x - old->x; - if(lpath < 0) - lpath = -lpath; - if(current->y - old->y > lpath || old->y - current->y > lpath) - lpath = current->y - old->y; - if(lpath < 0) - lpath = -lpath; - h = 3; - xd = (current->x - old->x) / lpath; - yd = (current->y - old->y) / lpath; - } - - steps = (int)(lpath / (float)16); - - old->x += xd; - old->y += yd; - - for(i = 0; i <= lpath; old->x += xd, old->y += yd, ++i) - { - if(steps > 0) - { - old->y += yd*16.; - old->x += xd*16.; - steps--; - } - - if(collision_object_map(old)) - { - switch(h) - { - case 1: - current->y = old->y - yd; - while(collision_object_map(current)) - current->y -= yd; - break; - case 2: - current->x = old->x - xd; - while(collision_object_map(current)) - current->x -= xd; - break; - case 3: - xt = current->x; - yt = current->y; - current->x = old->x - xd; - current->y = old->y - yd; - while(collision_object_map(current)) - { - current->x -= xd; - current->y -= yd; - } - - temp = current->x; - current->x = xt; - if(!collision_object_map(current)) - break; - current->x = temp; - temp = current->y; - current->y = yt; - - if(!collision_object_map(current)) - { - break; - } - else - { - current->y = temp; - while(!collision_object_map(current)) - current->y += yd; - current->y -= yd; - break; - } - - break; - default: - break; - } - break; - } - } - - *old = *current; -return 0; + if(!intersects(rect, (const Rect&) triangle)) + return false; + + Vector normal; + float c; + Vector p1; + Rect area; + switch(triangle.dir & AATriangle::DEFORM_MASK) { + case 0: + area.p1 = triangle.p1; + area.p2 = triangle.p2; + break; + case AATriangle::DEFORM1: + area.p1 = Vector(triangle.p1.x, triangle.p1.y + triangle.get_height()/2); + area.p2 = triangle.p2; + break; + case AATriangle::DEFORM2: + area.p1 = triangle.p1; + area.p2 = Vector(triangle.p2.x, triangle.p1.y + triangle.get_height()/2); + break; + case AATriangle::DEFORM3: + area.p1 = triangle.p1; + area.p2 = Vector(triangle.p1.x + triangle.get_width()/2, triangle.p2.y); + break; + case AATriangle::DEFORM4: + area.p1 = Vector(triangle.p1.x + triangle.get_width()/2, triangle.p1.y); + area.p2 = triangle.p2; + break; + default: + assert(false); + } + + switch(triangle.dir & AATriangle::DIRECTION_MASK) { + case AATriangle::SOUTHWEST: + p1 = Vector(rect.p1.x, rect.p2.y); + makePlane(area.p1, area.p2, normal, c); + break; + case AATriangle::NORTHEAST: + p1 = Vector(rect.p2.x, rect.p1.y); + makePlane(area.p2, area.p1, normal, c); + break; + case AATriangle::SOUTHEAST: + p1 = rect.p2; + makePlane(Vector(area.p1.x, area.p2.y), + Vector(area.p2.x, area.p1.y), normal, c); + break; + case AATriangle::NORTHWEST: + p1 = rect.p1; + makePlane(Vector(area.p2.x, area.p1.y), + Vector(area.p1.x, area.p2.y), normal, c); + break; + default: + assert(false); + } + + float n_p1 = -(normal * p1); + float depth = n_p1 - c; + if(depth < 0) + return false; + +#if 0 + std::cout << "R: " << rect << " Tri: " << triangle << "\n"; + std::cout << "Norm: " << normal << " Depth: " << depth << "\n"; +#endif + + Vector outvec = normal * (depth + 0.2f); + + const float RDELTA = 3; + if(p1.x < area.p1.x - RDELTA || p1.x > area.p2.x + RDELTA + || p1.y < area.p1.y - RDELTA || p1.y > area.p2.y + RDELTA) { + set_rectangle_rectangle_constraints(constraints, rect, area); + constraints->hit.left = false; + constraints->hit.right = false; + } else { + if(outvec.x < 0) { + constraints->right = rect.get_right() + outvec.x; + } else { + constraints->left = rect.get_left() + outvec.x; + } + + if(outvec.y < 0) { + constraints->bottom = rect.get_bottom() + outvec.y; + constraints->hit.bottom = true; + constraints->ground_movement += addl_ground_movement; + } else { + constraints->top = rect.get_top() + outvec.y; + constraints->hit.top = true; + } + constraints->hit.slope_normal = normal; + } + + return true; } -void collision_handler() +void set_rectangle_rectangle_constraints(Constraints* constraints, + const Rect& r1, const Rect& r2, const Vector& addl_ground_movement) { - int i,j; - - /* CO_BULLET & CO_BADGUY check */ - for(i = 0; i < num_bullets; ++i) - { - if(bullets[i].base.alive) - { - for(j = 0; j < num_bad_guys; ++j) - { - if(bad_guys[j].dying == NO && bad_guys[j].base.alive) - { - if(rectcollision(&bullets[i].base,&bad_guys[j].base) == YES) - { - /* We have detected a collision and now call the collision functions of the collided objects. */ - bullet_collision(&bullets[i], CO_BADGUY); - badguy_collision(&bad_guys[j], &bullets[i], CO_BULLET); - } - } - } - } - } - - /* CO_BADGUY & CO_BADGUY check */ - for(i = 0; i < num_bad_guys; ++i) - { - if(bad_guys[i].base.alive && bad_guys[i].dying == NO) - { - for(j = i+1; j < num_bad_guys; ++j) - { - if(j != i && bad_guys[j].base.alive && bad_guys[j].dying == NO) - { - if(rectcollision(&bad_guys[i].base,&bad_guys[j].base) == YES) - { - /* We have detected a collision and now call the collision functions of the collided objects. */ - badguy_collision(&bad_guys[j], &bad_guys[i], CO_BADGUY); - badguy_collision(&bad_guys[i], &bad_guys[j], CO_BADGUY); - } - } - } - } - } - - - - /* CO_BADGUY & CO_PLAYER check */ - for(i = 0; i < num_bad_guys; ++i) - { - if(bad_guys[i].base.alive) - { - if(bad_guys[i].dying == NO && rectcollision_offset(&bad_guys[i].base,&tux.base,0,0) == YES ) - { - /* We have detected a collision and now call the collision functions of the collided objects. */ - if (tux.previous_base.y < tux.base.y && - tux.previous_base.y + tux.previous_base.height < bad_guys[i].base.y + bad_guys[i].base.height/2 && - bad_guys[i].kind != BAD_MONEY && bad_guys[i].mode != HELD) - { - badguy_collision(&bad_guys[i], &tux, CO_PLAYER); - } - else - { - player_collision(&tux, &bad_guys[i], CO_BADGUY); - } - } - } - } - - /* CO_UPGRADE & CO_PLAYER check */ - for(i = 0; i < num_upgrades; ++i) - { - if(upgrades[i].base.alive) - { - if(rectcollision(&upgrades[i].base,&tux.base) == YES) - { - /* We have detected a collision and now call the collision functions of the collided objects. */ - upgrade_collision(&upgrades[i], &tux, CO_PLAYER); - } - - } - } - + float itop = r1.get_bottom() - r2.get_top(); + float ibottom = r2.get_bottom() - r1.get_top(); + float ileft = r1.get_right() - r2.get_left(); + float iright = r2.get_right() - r1.get_left(); + + float vert_penetration = std::min(itop, ibottom); + float horiz_penetration = std::min(ileft, iright); + if(vert_penetration < horiz_penetration) { + if(itop < ibottom) { + constraints->bottom = std::min(constraints->bottom, r2.get_top()); + constraints->hit.bottom = true; + constraints->ground_movement += addl_ground_movement; + } else { + constraints->top = std::max(constraints->top, r2.get_bottom()); + constraints->hit.top = true; + } + } else { + if(ileft < iright) { + constraints->right = std::min(constraints->right, r2.get_left()); + constraints->hit.right = true; + } else { + constraints->left = std::max(constraints->left, r2.get_right()); + constraints->hit.left = true; + } + } } - +}